C# Visual Studio
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using ITLlib;
namespace ConsoleApp1
{
class Program
{
public const byte SSP_RESPONSE_OK = 0xF0;
public const byte SSP_ENABLED = 0x0A;
static void Main(string[] args)
{
// SSP library variables
SSPComms m_eSSP;
SSP_COMMAND m_cmd;
SSP_KEYS keys;
SSP_FULL_KEY sspKey;
SSP_COMMAND_INFO info;
m_eSSP = new SSPComms();
m_cmd = new SSP_COMMAND();
keys = new SSP_KEYS();
sspKey = new SSP_FULL_KEY();
info = new SSP_COMMAND_INFO();
m_cmd.ComPort = "COM3";
m_cmd.SSPAddress = 0;
m_cmd.Timeout = 3000;
m_eSSP.CloseComPort();
m_cmd.EncryptionStatus = false;
m_eSSP.OpenSSPComPort(m_cmd);
m_cmd.CommandData[0] = 0x11;
m_cmd.CommandDataLength = 1;
if (!m_eSSP.SSPSendCommand(m_cmd, info) || m_cmd.ResponseData[0] != SSP_RESPONSE_OK)
{
Console.Write("No Response...\n");
}
if (m_cmd.ResponseData[0] == SSP_RESPONSE_OK)
{
Console.Write("Response...\n");
m_cmd.CommandData[0] = SSP_ENABLED;
m_cmd.CommandDataLength = 1;
m_eSSP.SSPSendCommand(m_cmd, info);
Console.Write("Enabled...\n");
Console.ReadKey();
}
}
}
}
Unity3D
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.IO.Ports;
using System.Threading;
using System;
using ITLlib;
public class BillAcceptor : MonoBehaviour
{
// SSP library variables
SSPComms m_eSSP;
SSP_COMMAND m_cmd;
SSP_KEYS keys;
SSP_FULL_KEY sspKey;
SSP_COMMAND_INFO info;
public const byte SSP_RESPONSE_OK = 0xF0;
public const byte SSP_ENABLED = 0x0A;
void Start()
{
// SSP library variables
SSPComms m_eSSP;
SSP_COMMAND m_cmd;
SSP_KEYS keys;
SSP_FULL_KEY sspKey;
SSP_COMMAND_INFO info;
m_eSSP = new SSPComms();
m_cmd = new SSP_COMMAND();
keys = new SSP_KEYS();
sspKey = new SSP_FULL_KEY();
info = new SSP_COMMAND_INFO();
m_cmd.ComPort = "COM3";
m_cmd.SSPAddress = 0;
m_cmd.Timeout = 3000;
m_eSSP.CloseComPort();
m_cmd.EncryptionStatus = false;
m_eSSP.OpenSSPComPort(m_cmd);
m_cmd.CommandData[0] = 0x11;
m_cmd.CommandDataLength = 1;
if (!m_eSSP.SSPSendCommand(m_cmd, info) || m_cmd.ResponseData[0] != 0xF0)
{
Debug.Log("No Response");
}
if (m_cmd.ResponseData[0] == SSP_RESPONSE_OK)
{
Debug.Log("Response");
m_cmd.CommandData[0] = SSP_ENABLED;
m_cmd.CommandDataLength = 1;
m_eSSP.SSPSendCommand(m_cmd, info);
Debug.Log("Enabled");
}
}
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